I then used a UV Map modifier (Cylindrical mapping). For all the metal surfaces I used a colour, specular and bump map (and 2 opacity maps), for the glass surfaces I used an opacity and dirt map.
Here is an example of the low res maps:

The windows are a modified Box primitives with some chamfer, so nothing really hard to do.

Here I used the 3DTotal's Total Texture v5 again, to create the cracks and scratches on the window and used them as a masks for blending materials (old paint and wood). The glass also has a dirt mask from 3DTotal's Total Texture v5 too and for the mapping I used UV Map modifier (Box Mapping).

Now it's time to show some close up images of the other scene elements:

Plant in the glass (poly modelling and simple mapping with procedural maps, roots were done with renderable splines).